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authorShadowNinja <ShadowNinja@users.noreply.github.com>2017-06-11 03:43:05 -0400
committerLoïc Blot <nerzhul@users.noreply.github.com>2017-06-11 09:43:05 +0200
commit6c5e5e202394ce8063e3c2d9b663145bc4f8efce (patch)
tree2916ed7f7fc19c934fe5f614a9eeb1a282f13081 /src/shader.cpp
parent5cc8ad946efb3612eb6ea8655780b29fe4c62e19 (diff)
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Remove threads.h and replace its definitions with their C++11 equivalents (#5957)
This also changes threadProc's signature, since C++11 supports arbitrary thread function signatures.
Diffstat (limited to 'src/shader.cpp')
-rw-r--r--src/shader.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/shader.cpp b/src/shader.cpp
index 1d3f2f6a1..5ff8c910b 100644
--- a/src/shader.cpp
+++ b/src/shader.cpp
@@ -308,7 +308,7 @@ public:
private:
// The id of the thread that is allowed to use irrlicht directly
- threadid_t m_main_thread;
+ std::thread::id m_main_thread;
// The irrlicht device
IrrlichtDevice *m_device;
@@ -359,7 +359,7 @@ ShaderSource::ShaderSource(IrrlichtDevice *device):
{
assert(m_device); // Pre-condition
- m_main_thread = thr_get_current_thread_id();
+ m_main_thread = std::this_thread::get_id();
// Add a dummy ShaderInfo as the first index, named ""
m_shaderinfo_cache.push_back(ShaderInfo());
@@ -387,7 +387,7 @@ u32 ShaderSource::getShader(const std::string &name,
Get shader
*/
- if (thr_is_current_thread(m_main_thread)) {
+ if (std::this_thread::get_id() == m_main_thread) {
return getShaderIdDirect(name, material_type, drawtype);
} else {
/*errorstream<<"getShader(): Queued: name=\""<<name<<"\""<<std::endl;*/
@@ -446,7 +446,7 @@ u32 ShaderSource::getShaderIdDirect(const std::string &name,
/*
Calling only allowed from main thread
*/
- if (!thr_is_current_thread(m_main_thread)) {
+ if (std::this_thread::get_id() != m_main_thread) {
errorstream<<"ShaderSource::getShaderIdDirect() "
"called not from main thread"<<std::endl;
return 0;
@@ -494,7 +494,7 @@ void ShaderSource::insertSourceShader(const std::string &name_of_shader,
"name_of_shader=\""<<name_of_shader<<"\", "
"filename=\""<<filename<<"\""<<std::endl;*/
- sanity_check(thr_is_current_thread(m_main_thread));
+ sanity_check(std::this_thread::get_id() == m_main_thread);
m_sourcecache.insert(name_of_shader, filename, program, true);
}